PingZing
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pingzing.xyz
PingZing
@pingzing.xyz
Writer, programmer, occasional baker. Any/all pronouns.

Avatar by @illusionofmana.bsky.social.
Banner art by NSilver.
So, to work around it, I have a completely separate sprite, that's 16x3, that's just the top 3 rows of the doorframe's tile, and I set it exactly on top of doorframe, and set it's z-index to 1, so it draws on TOP of the player.
November 15, 2025 at 4:51 PM
Annoying fun fact: because the doorways are Just A Tile, the player sprite draws on top of them. This includes the upper doorframe. That looks silly when the player is trying to go inside.
November 15, 2025 at 4:51 PM
Finally polishing up a few of the more placeholder areas now that I've found some house tilesets I like. Props to the 8-Bit Adventure Pack: https://ci.itch.io/8-bit-adventure-pack
#indiegames #indiedev #gamedev
November 15, 2025 at 4:51 PM
Loving the Ember pieces you've been posting lately. They're so expressive.
November 3, 2025 at 7:27 PM
This was what my testing area looked like once I'd finished getting everything working again. Look at her go!
#indiegames #indiedev #gamedev
October 14, 2025 at 11:33 AM
Had to fix up some of my reflection math. That meant reworking all the player character's secondary sprites' reflection offsets. Accidentally left animation interpolation on for the tail.
#indiegames #indiedev #gamedev
October 14, 2025 at 11:31 AM
(Drawn by @pixelatederic.bsky.social who was quite patient with me)
October 5, 2025 at 8:22 PM
Been quiet about the game, but I've been making some progress on cutscenes. But mostly, I've been waiting for...
player character sprites!
#indiegames #indiedev #gamedev
October 5, 2025 at 6:27 PM
what

WHAT

W H A T
October 3, 2025 at 2:02 PM
And looking at the Eth wallet at least, it looks like they didn't actually get anything. It's all meme coins.
September 9, 2025 at 1:22 PM
I'm a big fan of safety razors. There's a definite learning curve, and it takes some trial and error to find blades your face likes, but it's so much easier to get a smooth face with one.

If anyone goes this route, I recommend a sampler pack of blades to start.
September 5, 2025 at 6:04 PM
The second is more exciting for me personally: a dialogue previewer! No more booting up the game just to see if my dialogue actually fits, or if it feels right! I reused my existing DialogueBox control with *almost* no changes.

#indiegames #indiedev #gamedev
August 31, 2025 at 5:56 PM
Two things tonight! The first is short and sweet. The inventory has a blinky cursor now! Also planning on adding a little panel to the top with item names.

#indiegames #indiedev #gamedev
August 31, 2025 at 5:53 PM
I *adore* both the character concept, and the execution of it. Love it love it love it!
August 29, 2025 at 1:08 PM
Tonight's room.

When you've got a good tileset (thanks, affordable asset packs!) they're fun! Like little narrative jigsaw puzzles, that fight you occasionally re: collision sizes and y-sort offsets.

#indiegames #indiedev #gamedev
August 28, 2025 at 10:52 PM
You ever get real deep into the coding mines? Where you're like, four nested function calls deep, you can't keep the context in your head anymore?

Nothing better than saying "no, fuck it" and deleting it in favor of something simple.

#indiegames
August 27, 2025 at 8:20 PM
I'd be too busy making googly eyes at that Terra print...
(though the centaurs are also lovely!)
August 24, 2025 at 8:44 PM
Fortunately, the actual change was simple: introduce new a new TileMapLayer that includes a bool for "bump Z-index during screen transition", and use that for walls. Then make the room transition code hunt down those layers, bump their Z-index during, and undo while cleaning up.
August 23, 2025 at 7:17 PM
It kinda sucks, because my screen transition code is already some of the most complex, sensitive, and load-bearing code in the game. It's this carefully-orchestrated, five-step process that fire multiple events with specific ordering requirements.
August 23, 2025 at 7:15 PM
Today's dumb bug: in interior screen transitions, player draws atop walls.
Bugfix: Introduce brand new kind of TileMapLayer that can opt into having its Z-index increased temporarily during screen transitions.

#indiegames #indiedev #gamedev
August 23, 2025 at 7:11 PM